Melty Blood/MBAACC/Akiha Vermilion/Crescent Moon: Difference between revisions
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Movement alone is not the reason why C.VAkiha can become almost uncontested in air movement and stalling, since she has her j.236 (referred to as ribbons/flame tongues) series. These assist all her previous movement options, it is one of the most versatile moves C.VAkiha has and it shows. Both A and B versions have their own benefits and properties, and even her 22 and 214 specials can be used in more specific neutral situations that assist her gameplan, but generally not as recommended since they can be risky. Her A ribbon has good horizontal reach, being able to poke out occasional air-to-air encounters, as well as creating lingering hitboxes the opponent cannot approach recklessly, an interesting property is that it will carry VAkiha's momentum. Using this move, she can fly across the stage and make movement unpredictable. B ribbon has good downard vertical reach, which makes it a good option for situations in which Vakiha is above the opponent but not when they are directly below her as it has a fair bit of recovery. Its interesting property is that it will stop Vakiha's momentum, which adds more options to her aerial movement. Both A/B ribbons can be jumped afterwards as well as forward airdashed, it cannot be air backdashed however. These specials determine the way V.Akiha would play, and it will define matches. Typically you want to save at least a jump or airdash after an air ribbon, as you become a sitting duck if you just do it by itself. | Movement alone is not the reason why C.VAkiha can become almost uncontested in air movement and stalling, since she has her j.236 (referred to as ribbons/flame tongues) series. These assist all her previous movement options, it is one of the most versatile moves C.VAkiha has and it shows. Both A and B versions have their own benefits and properties, and even her 22 and 214 specials can be used in more specific neutral situations that assist her gameplan, but generally not as recommended since they can be risky. Her A ribbon has good horizontal reach, being able to poke out occasional air-to-air encounters, as well as creating lingering hitboxes the opponent cannot approach recklessly, an interesting property is that it will carry VAkiha's momentum. Using this move, she can fly across the stage and make movement unpredictable. B ribbon has good downard vertical reach, which makes it a good option for situations in which Vakiha is above the opponent but not when they are directly below her as it has a fair bit of recovery. Its interesting property is that it will stop Vakiha's momentum, which adds more options to her aerial movement. Both A/B ribbons can be jumped afterwards as well as forward airdashed, it cannot be air backdashed however. These specials determine the way V.Akiha would play, and it will define matches. Typically you want to save at least a jump or airdash after an air ribbon, as you become a sitting duck if you just do it by itself. | ||
All these tools can make C.VAkiha zone the opponent out into frustration, ribbons make this goal achievable as they assist her air mobility while being a threat if blocked or hit, as she can use an airdash to get the jump on them. Her other air normals, jB and jC allow for her to control the air and the ground, jB complements her air dominance with its angled upward hitbox, even doing it as a rising button can help score counterhits or jumpout attempts. Her jC has also crossup properties, it can catch opponents trying to dash under if they expect a ribbon. Of mention is also her jA, while not exactly a stellar or standout move, its diagonal angle at which it hits give this move useability as a rising jumping button and after any given instant airdash. Being the only air normal that hits at a decent downward angle | All these tools can make C.VAkiha zone the opponent out into frustration, ribbons make this goal achievable as they assist her air mobility while being a threat if blocked or hit, as she can use an airdash to get the jump on them. Her other air normals, jB and jC allow for her to control the air and the ground, jB complements her air dominance with its angled upward hitbox, even doing it as a rising button can help score counterhits or jumpout attempts. Her jC has also crossup properties, it can catch opponents trying to dash under if they expect a ribbon. Of mention is also her jA, while not exactly a stellar or standout move, its diagonal angle at which it hits give this move useability as a rising jumping button and after any given instant airdash. Being the only reverse beatable air normal that hits at a decent downward angle unlike her jC, its utility cannot be understated. | ||
=== Pressure === | === Pressure === |
Revision as of 03:41, 23 February 2023
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress | To-do |
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Additional Resources
C-V. Akiha Match Video Database
Notable Players
Name | Color | Region | Common Venues | Status | Details |
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Karukea (カルケア) |
Japan | A-cho, KorewaMelty | Inactive | ||
Shizuoka (しずおか) |
Japan | A-cho | Inactive |
Overview
General Gameplan
C.VAkiha is an extremely fast character with a unique gameplan that excels at neutral and pressure. Top class movement with two airdashes and j.236a, solid mid range options with j.236b and 214[a/b], solid anti airs and respectable air and ground buttons means many characters can struggle to get a hit in. She can spend meter to convert into long knockdown with j.22c pit which drains red health and meter over time while providing massive plus frames on detonation. j.236a also gives massive plus frames leading into her long and safe pressure. However, extremely low health and very low damage combined with a gameplan that lends itself to long games and timeouts leaves C.VAkiha very vulnerable to momentum shifts especially vs high damage characters and characters with good meter gain. Overall, C.VAkiha is a respectable mid tier whose set of tools makes her capable of winning vs any character while rewarding strong melty blood fundamentals.
Neutral
C.VAkiha can play the keepaway/stall game thanks to her 2 airdashes, ribbons and occasional pits that stop momentum or carry it and allow for more air options afterwards. Being the frail character that she is, this unmatched air mobility is a surefire way of playing neutral, thankfully she can switch up her air options to get close to the opponent when they least expect it. Either through an airdash after A/B ribbon or a ground dash into 5C/4C that greatly move her forward or 2C to catch jumpouts, conditioning and cornering the opponent abusing her stalling moves is the best way to create an opportunity for offense. Her airdash is important due to the good speed and distance it covers, having a second airdash makes her close distance easily, and if done correctly a double airdash will make her move 3/4 of the screen. She can feint approaches by cancelling airdash into her air backdash or any jump. Her superjump and double superjump are other tools that can cover the entire screen, forward superjump > j.29 > forward airdash will go corner to corner while still saving the second airdash. The ground dash is also a useful neutral tool, even though it can't be held it still covers a generous distance. While it isn't a frame 1 dashblock like her counterpart Akiha, she can still hold [1] during her ground dash to be on the safe side approaching the opponent.
Movement alone is not the reason why C.VAkiha can become almost uncontested in air movement and stalling, since she has her j.236 (referred to as ribbons/flame tongues) series. These assist all her previous movement options, it is one of the most versatile moves C.VAkiha has and it shows. Both A and B versions have their own benefits and properties, and even her 22 and 214 specials can be used in more specific neutral situations that assist her gameplan, but generally not as recommended since they can be risky. Her A ribbon has good horizontal reach, being able to poke out occasional air-to-air encounters, as well as creating lingering hitboxes the opponent cannot approach recklessly, an interesting property is that it will carry VAkiha's momentum. Using this move, she can fly across the stage and make movement unpredictable. B ribbon has good downard vertical reach, which makes it a good option for situations in which Vakiha is above the opponent but not when they are directly below her as it has a fair bit of recovery. Its interesting property is that it will stop Vakiha's momentum, which adds more options to her aerial movement. Both A/B ribbons can be jumped afterwards as well as forward airdashed, it cannot be air backdashed however. These specials determine the way V.Akiha would play, and it will define matches. Typically you want to save at least a jump or airdash after an air ribbon, as you become a sitting duck if you just do it by itself.
All these tools can make C.VAkiha zone the opponent out into frustration, ribbons make this goal achievable as they assist her air mobility while being a threat if blocked or hit, as she can use an airdash to get the jump on them. Her other air normals, jB and jC allow for her to control the air and the ground, jB complements her air dominance with its angled upward hitbox, even doing it as a rising button can help score counterhits or jumpout attempts. Her jC has also crossup properties, it can catch opponents trying to dash under if they expect a ribbon. Of mention is also her jA, while not exactly a stellar or standout move, its diagonal angle at which it hits give this move useability as a rising jumping button and after any given instant airdash. Being the only reverse beatable air normal that hits at a decent downward angle unlike her jC, its utility cannot be understated.
Pressure
Once she gets close, C.VAkiha has enough tools to keep herself in and abuse her plus on frame specials, especially once she has set up the EX pit (22C) detonation, a go-to pressure/oki tool that is insanely plus on block, and her 236C is abusable to keep herself from ending pressure without having to rely on an EX pit detonation. Before all that however, meterless pressure is the way C.VAkiha will usually initiate sequences. Out of all the normals perhaps her most important is her 2A, with good speed, being a low, generous hitbox and frame advantage, her 2A does everything it should do, use this to start pressure almost always with a dash since it will carry her momentum. Her 5A not hitting most of the cast when crouching makes it her go-to rebeat and whiff cancelling button, either making herself safe at the end of a string or whiff cancelling it into another move. Incredibly useful when combined with C normals.
5B, 4C and 5C are also really oppressive. 5B in particular is fantastic due to it having really good frame data, fast and only -1 at worst, has a large cancel window and will move her slightly forward. With the right spacing its frame data will become even better, let the move fully recover to abuse the frame advantage or late cancel to catch jump-happy opponents and abare. It is adviced to use after moves that push her out from the opponent such as 5C, 4C(Both hits) or 2C, spacing your 5B should be an integral part of your pressure. Slightly holding 5B might trick the opponents that you're charging it, in those cases you can trip them right after with 2C/4C/5C. If you think the opponent will respect it you can let the charged 5B rock and take the frame advantage, but its really slow startup doesn't make it as useful. While gimmicky, it can be useful at times.
5C moves C.VAkiha forward by a lot, and also has a generous cancel window. This move is commonly seen in her pressure since it catches mashing as well as jumpouts and leads to good reward on hit. 4C comes with a lot of versatility, being a two-hitting move it opens the door for first hit cancels such as 4C(1 hit) > 2A > 5B. This move is large, and moves C.VAkiha forward, it i useful due to its cancel window, and 5Cs partner in crime, with both of then being used right after the other 2A > 5C > 4C. 2C is an important mention, it is the usual sweep, and the furthest low C.VAkiha has and therefore used at the end of pressure. On another note, cancelling 5A (whiff) after these C normals will give great reward and let her recover quicker than she normally would. Using an occasional IAD to keep the opponent on their toes will give further advantage especially with j.C. If they are standing however, using IAD j.A is a better option since it can be airdash cancelled again for a second high on hit.
Her specials also give her really useful options to help establish her pressure even further, her tk j.236A is fantastic since it is very plus on block and safe to use, it can bait reversals and heats. 2368 and 2367 A give more safety in pressure, while 2369A can be used as a way to catch backdashes or be even closer to an opponent when pressuring. Use this when you have conditioned your opponent to respect the late cancels or when there is enough safety for it be used since it can't be cancelled into. Both her 214A/B uncharged series is usually a pressure ender, a way to build distance with the opponent or poke them from afar. However, the charged versions of this move make for a very rewarding pressure reset, its use is more limited due to the slow startup, but its safety in range makes it useful. Use this once the opponent is scared to press a button or dash in, for immense reward.
Here are some pressure examples:
NOTE : "Opt." means optional tk 236A/214[B]/dash/IAD
-2A > 5B, 2A > 5B
-2A > 5B > 5B
-2A > 5B > 5A(w), tk 236A
-2A > 5B > 5A(w) > 5C/4C > 2C
-2A, throw
-2A > 5B walk forward 2A/throw
-2A > 5B > 5C > 4C > 5A(w) > 2C > (214[B] optional)
-2A > 5B > 5C > 4C > 5A(w), Opt.
-2A > slight delay 5C > 5B > 4C > 5A(w) > Opt.
-4C(1st hit) > 2A > 5B > 5C > 5A(w) > Opt.
-(any previous blockstring) > 236A (3 hits) > 236C (NOTE: 236A must connect all 3 hits before 236C for it to be a true blockstring, otherwise there is a gap. )
-2A > delay 2AAA, IAD jC
-2A > delay 2AAA, IAD jA airdash jC
In summary, her pressure can always lead up to 5B staggers and 5C/4C delay windows to condition the opponent to not mash recklessly, since there is a threat of a counterhit which leads to good damage and can be confirmed into a knockdown. She can also end pressure very safely, even very rewarding since she can rebuy pressure with a tk 236A/214[B] if the opponent respects the 5A(w) ender. Some of her best sequences recquire 5B/5a(w) as they lead up to strong mindgames, abusing her late cancellable buttons will define the way she establishes pressure. Switching up your options and not being predictable should be the main goal in pressure, experiment with cancels and staggers to see what could work in a given situation.
Okizeme
j.C
In most midscreen combos, you can superjump forward and land with j.c for an autotimed and autospaced j.c. Note that j.c will likely crossup. it hits meaty and may even be a safejump against some reversals.
Once they expect you to do the same thing over and over on wakeup, you can mix up to throw reversal/shield/backdash attempts off:
- air dash back j.c. can catch fuzzy mashing, opponents expecting a crossup, many backdash attempts and even might give you time to punish som reversals
- fake out into grab/ground normal, to catch shield attempts and respectful opponents off guard, as well as potentially hit low with 2a/2b.
- air dash back empty into grab/ground normal, to catch opponents responding to the first option specifically.
EX Pit Setups
There are two ways of setting up a pit after a momiji loop, and that's by ending the loop with 2c or 623b. Generally you wanna end with 2c if you don't have EX pit setup, otherwise go for 623b to get a bit more damage. 2C gives you access to these setups:
Follow-ups | |||||
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xx 22c | simple setup that gets the job done. should have a generous window to run up and meaty a button. | ||||
tk7/8.22c j.tk9/8.236a | More complete setup - you set up EX pit, alone with tk ribbon, which is advantagous and very safe against both reversals and most shields. The double jump j.236a is also TK'ed | ||||
8 j.22c j.236a | Potentially slower alternate way of doing the one above. | ||||
tk7.22c j.tk7/8.236a j.8 66 {j.a(w) 2a}/{j.c} | Tricky execution, but offers a high/low mixup after ribbon. Haven't tested it yet so its reliability is dubious. |
Half Momiji Setup and Okizeme Options
Using the Half Momiji let's V. Akiha pull her opponents slightly out of the corner and to set a C Pit allowing for more options for her okizeme.
The video below from TonberryMage shows a bunch (not all) of options that V. Akiha can do from the Half Momiji setup.
Half Momiji Video
-Explanation from Tonberry and an old thread by LordKnight
Defense
C.VAkiha may have a really hard time dealing with pressure, as any hit could wipe her healthbar clean, but unlike the other VAkihas, she has coveted Crescent moon mechanics. EX shield, EX guard and Heat are great answers, an EX shield into a 5A will punish most IAD's and jumpins, thanks to 5A hitting at a high angle. EX guarding predictable pressure will give opportunities to jump out and fly away from danger. Her Heat is both great and dangerous to use, as the hitbox and startup is standard, but being the resource and meter-hungry character that she is, she risks losing all her meter which defines her oki and pressure, use wisely.
Outside of crescent moon mechanics, C.VAkiha does not have much at her disposal but she still has respectable enough reversals and ways of challenging. Despite both her 5A and 2A being a 5 frame normal, which doesnt make it ideal for mashing, the range and space that they cover can still be useful for opponents that feel comfortable at ranges other characters could not challenge. An occasional 2A being buffered into a 4C will give good reward if it hits at certain ranges, for example when the opponent is redashing. As for her specials, she has her 623 series, 623A is a great antiair and rarely a reversal since it does not have reliable invincibility. It has an air unblockable hitbox on its first hit, good after an EX shield against an aerial move. Her 623B is extremely gimmicky on defense, it has invincibility on her lower body, meaning it technically is useable against low-hitting moves. It should not be relied on too much as it is very risky and not even a real reversal, do not mash this, you will likely use this only once in forever. Punishable on block and loses to most meaty setups. And her 623C, her true, fully invulerable reversal that leads to a small combo into good knockdown on hit. Use this this as your reversal, of course unsafe on block so use when you're sure it will hit.
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Starters
Enders
OTG Pick ups
Normal Combos
Corner Combos
Momiji Loop
Your main combo structure in the corner. Great balance of meter build, damage, and versatility.
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5B
5B
5B/[B]~B |
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5C
Crouching Normals
2A
2B
2B
2B~2B~2B |
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2C
Aerial Normals
j.A
j.B
j.C
Command Normals
4C
6C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Heat
Heat
A+B+C |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Grounded Specials
236X
623X
214X
Piercing the Moon
(EX: Piercing the Waxing Moon) 214A/[A]/B/[B]/C |
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22X
Aerial Specials
j.236X
Felling Birds (Air)
j.236A/B/C |
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j.22X
Arc Drive
Red Mistress - Ubiquitous
41236C during MAX/Heat |
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Another Arc Drive
Red Mistress - Ubiquitous
41236C during Blood Heat |
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Last Arc
Red Mistress Ubiquitous - Hill of the Crimson Banquet
Grounded EX Shield during Blood Heat |
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